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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 973628 times)

Jelle

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4995 on: December 08, 2012, 04:18:43 am »

3 miss in a row from 75% is bullshit.

Is pretty common for me, I have the worst luck.
I normally steer far far away from games that employ heavy RNG in their game design but I'm urged to try this one a bit longer.
I don't suppose this game can be modded? I think I could make something out of this I could enjoy, just got to normalize this crazy randomness.

To me the early game can be the least forgiving part. Once you get decent armor and a few extra HP on your guys through levels, short of a monster crit from a late game weapon (usually delivered at point blank) most of your guys can survive at least one shot. And then you can fall them back to safety. Early game, not so much.

Yeah I noticed, to that end the first thing I made were a bunch of nanofibre vests. My assault could take up to 3 shots from those midgets this way, plenty of room for error due to random bullcrap.
I love that assault, running up to point blank with a shotgun gives me a 100% chance to hit, no luck involved there!
« Last Edit: December 08, 2012, 04:25:41 am by Jelle »
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4996 on: December 08, 2012, 04:21:02 am »

This is sort of why I like some versions of Front Mission because the chance to hit for a lot of weapons in fact represents their spread (so 70% chance to hit... means that every bullet out of a gun has a 70% chance to hit. Which for machine guns and shot guns tend to mean the weapon does 70% of its potential damage).

Too bad in Xcom guns just don't work that way. They all follow a rail.
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Jelle

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4997 on: December 08, 2012, 04:44:09 am »

Damn talk about bad luck. Was on an escort mission, all targets down escortee one turn away from extraction point. One of my guys runs into a poison cloud and panicks, shoots down the VIP. Ugh...

On another note, what's up with soldier nicknames? So far I've got my support sporting a medkit nicknamed 'Angel', and an assault 'Gunner'.
Nice feature, I take it they get nicked according to their actions in the field?
« Last Edit: December 08, 2012, 05:24:10 am by Jelle »
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4998 on: December 08, 2012, 04:46:21 am »

Ahahah, wow, that sucks.

You should've had all your troops remain still and sent the VIP to the extraction alone.
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4999 on: December 08, 2012, 06:08:00 am »

RNG seems bad but original XCOM had it, the only difference is that you usually had lots of soldiers making the same shot and the autofire gave you 3 chances to hit.

And yeah the panick is ridiculous, it's understandable if they go berserk firing randomly but usually its shooting your own guys.
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10ebbor10

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5000 on: December 08, 2012, 06:13:04 am »

RNG seems bad but original XCOM had it, the only difference is that you usually had lots of soldiers making the same shot and the autofire gave you 3 chances to hit.

And yeah the panick is ridiculous, it's understandable if they go berserk firing randomly but usually its shooting your own guys.
The last would be logical if they just shot anything that moved, rather than just randomly shooting someone.
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Jelle

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5001 on: December 08, 2012, 07:22:07 am »

Alright I need a bit of advice, about the grey market specificly (awesome name  8)).
I just raided my second UFO and managed to salvage no less then 2 intact flight computers as well as 2 intact power cores.
I'm not entirely sure what to do with these, and I'm a bit short on cash...should I sell these things?
The tutorial mentioned it may be better to wait until it's true value is known so I'm doubtful.

I also looted (I assume I got most of these from the craft) enough alien alloys to deck half my barracks personnel in carapace armor, suweet.

Oh one other thing, how does this live capture business work. I had hoped to capture one of the alien from the crashed UFO but the oppertunity didn't present itself. I was hoping to stun the big pure energy being that seem to be a recurring 'end boss' in these crafts, but sadly I didn't manage.
Does it matter wich you capture, and can you house more then one per facility?

Update: Woo I captured a floater. Nasty buggers those, but they really shouldn't have stormed my heavy fortified in a building heh.
« Last Edit: December 08, 2012, 08:08:12 am by Jelle »
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5002 on: December 08, 2012, 07:40:26 am »

Early on you can sell power cores and flight computers, you only really need it for getting firestorms and you won't need those until later in the game (unless you are playing impossible and then you need it quite soon).

Just make sure not to blow them up on landing UFO's. On Classic and below you just need firepower more then health so researching better weapons for your interceptors helps, maybe getting a few boosts just incase, but on impossible your going to need a firestorm or your going to be picking up interceptor debris all game. Unless you manage to get lots of boosts then maybe you might survive a fight with a medium-large UFO but otherwise your going to need the high health firestorm to be able to take all the hits.

I also looted (I assume I got most of these from the craft) enough alien alloys to deck half my barracks personnel in carapace armor, suweet.

Just remember that you don't ever need more then 6 of anything and since manufacturing most things is instantaneous you don't need to worry about keeping a surplus.
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Metalax

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5003 on: December 08, 2012, 09:20:36 am »

For live captures, you never need more than one of any specific alien type and your holding facility can hold as many as you want. The only real reason to make more than one capture is if you are after their weapons to avoid the need to spend resources building your own.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5004 on: December 08, 2012, 09:57:35 am »

I usually sell a couple power cores early on, but Flight Computers are needed for:
Better Sat facilities
Firestorm ships
Blaster Launchers

So I rarely sell those unless I have more than I could ever need.
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PanH

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5005 on: December 08, 2012, 11:43:47 am »

For live captures, you never need more than one of any specific alien type and your holding facility can hold as many as you want. The only real reason to make more than one capture is if you are after their weapons to avoid the need to spend resources building your own.

It can be usefull too, if you're out of ammo (or simply don't want to spend the ammo), while near the enemy (if wounded only). But it becomes unessary with better pistols.
For grey markets, remember that you'll get a lots of items that have no use, except selling. Sell only what you need, not more.
Also, you can autopsy a creature you've previously captured (i.e. you met a monster for the first time, and there's only one, capture it, interrogate it, then autopsy).

The skeleton suit is a better tier armor to get than carapace one, with higher defense, and doesn't cost much more, while being very nearly (in terms of research).
My research pattern is generally the following : arc thrower, then go to skeleton suit, and rush light plasma rifle.
The light plasma rifle can take quite a bit of time to research (up to 20), and doesn't need laser, but it's a very good weapon, with decent damage, and an aim bonus. If you manage to get it at the second month, it's a huge boost, knowing that you'll probably never have to craft it, because you'll find plenty.
« Last Edit: December 08, 2012, 11:52:02 am by PanH »
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Jelle

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5006 on: December 08, 2012, 12:50:56 pm »

Yeah, plasma rifles seemed like a solid choice so I researched those. I'm in my second month now so looks like I'm on a good schedule.

Not sure I'm going to continue playing though, I'm in another mission that's just so INFURIATINGLY random. It's those thin men, man... I miss every shot under 80% and even then some under 95%, they hit and crit everything. They're like DF bogeyman annoyance level squared.
Throw a poison down, get a 9 dmg crit from half across the map, boom another dead squadmate. Just stupid, who would ruin such a great game with this stupidly copious amount of RNG....
« Last Edit: December 08, 2012, 01:08:55 pm by Jelle »
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Nadaka

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5007 on: December 08, 2012, 01:40:24 pm »

I am going to let you in on something that I have noticed.
They use a seeded random generator.
If you move the same character to the same tile, the enemy ai will always react in exactly the same way, taking the same actions with the same targets and moving to the same cover over and over again.

There is a mission I have a save for, and the first shot my sniper takes will always hit. the next 4 shots will always miss{unless I place my support on exactly the right tile to get an extra 3% to hit, ive restarted this mission 20 times because it always leads to total team kill. It always happens exactly the same if I make the same moves, down to witch shots crit or not.
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5008 on: December 08, 2012, 01:59:43 pm »

Thats not news at all.

It only matters for people who savescum.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5009 on: December 08, 2012, 02:19:21 pm »

Thats not news at all.

It only matters for people who savescum.

But it is very important to know for people who aren't doing Ironman and do reloads to get through the game. There has been a lot of angst on the official forums from people thinking that the RNG is bugged because they reload the game 6 times and still miss that 90% shot every time.

So, it's worth pointing out to people.
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